Balls, brains, and bravado! Ya gotta have at least two of these to be a Rodeo Clown!
The Rodeo Clown has a long history of saving lives while also being flashy and the true center of attention. One part EMT, two parts entertainer, and five parts technique, the Rodeo Clown is able to acquire the gaze of a target and to give them GOOD reason to never look away!
Hit Dice: d10
Starting Skill points: (3+Con Mod)x3
Skill points: 4+Con Modifier
Starting Golds: 2d10 x 10
Class Skills: Concentration (Con), Controlled Breathing (Con), Jump (Str), Climb (Str), Handle Animal (Cha), Heal (Wis), Ride (Dex), Sense Motive (Wis), Knowledge: Rodeo Lore (Int), Knowledge: Neo-Mexico History (Int), Escape Artist (Dex), Perform (Cha), Listen (Wis), Search (Int), Spot (Wis) Sleight of Hand (DEX), Intimidation (Cha), Swim (Str), Tumble (Dex)
Class basic abilities: Rodeo Clowns are proficient with all simple and martial weapons, and light to medium armors.
Requirements: Z-Running 3, BaB +10, Dodge, Mobility, have successfully dodged at least 1 attack during gameplay
NOTE: Rodeo Clowns from outside of the Space Colony Neo-Mexico setting starter may run across difficulties entering into the culture and ways of the Rodeo Clown. Please seek counsel with your GM to figure out how your character can multiclass into a Rodeo Clown.
Eyes on Me - a sharp, ki-infused whistle that grabs the attention of one target. Can only be done once per combat, takes up a standard action can only affect creatures that have at least one sensory organ, and target must fail a Will save (1d20+WILL Save vs DC14). So long as target is affected by Eyes on Me, they can focus on no one else but the user.
Balls - by taking up a standard action, user can declare that they are now flat-footed. Eyes on Me now forces a straight Will Save contest between user and target. User is no longer flat-footed at the end of user’s turn.
Guts - when taking damage while flat-footed, user gains (REF) DmR.
The Brave and True - after taking damage in any combat round, user may move without provoking AoO. This only works on the round they have taken damage.
Rodeo Dodge - counts as “Dodge” for feat tree. Allows the Clown to add 1d20 to their AC at beginning of combat, so long as they’re moving and aren’t flat-footed.
Clowning Around - so long as the user is successfully grappled, user gains +1 (To Hit) to their next attack for each action the grappler takes.
The Countdown - At the beginning of battle, roll 1d20. After (1d20) rounds, user enters a special state of frenzy and are bumped up to the top of the Initiative list. This happens after the final number rolled.
Balls and Brawn - when making STR-based saves, user may add their WILL Save score.
Adrenaline Rush - each time the Clown successfully dodges an attack from a target who failed their Eyes On Me check, the user gains +1 to AC. This bonus ends at the end of the user’s round.
Fight Like Hell - once successfully grappled, user may take a counter-action before grapple resolution.
Hella Tricky - user may declare a single skill. When using Special Attacks or techniques (martial arts/faith points tables), they may add the skill points to the (To Hit) dice roll. This can only be done once per day. The skill must be used in the special attack.
Costume Discretion - user may now use disguises as if they qualify for the feat or skill. If they are wearing a costume during battle, the user can double DEX modifier when calculating REF.
Trance: I Am Having A Good Time - if user has taken damage in two successive combat rounds, the user may enter into a Trance state (free action, doesn’t provoke AoO unless otherwise noted). While in this Trance state, user can add up the damage from the two combat rounds and apply it to their next attack. They cannot be in another Trance state for 1d4 rounds. This Trance can only be used once per day.
Bard Style - allows the user to add their REF Saves to charisma checks.
Rodeo Rider - allows the user to take up feats as if they were a Gaucho.
All Eyes On Me - Eyes On Me can be done to (ECL) number of enemies with one action. Each target must make their own will save.
Heavy Guts - when taking damage while flat-footed from different sources, user regains that much damage as EP.
Shower - once per day, user can take a deep breath and negate all blonuses and negative mental/spiritual status effects. If done during combat, this takes up an entire combat round.
Understanding - taking a standard action, user may attempt to synchronize with one target (a party member or enemy). Gain +1 synchronization bonus if used on someone affected by Eyes on Me.
Mirror and Mimic - Upon successful use of Understanding, once the affected target utilizes a non-weapon-based Special Attack, user may now use this Special Attack as if they meet the requirements for it. They lose the Special Attack at the end of combat.
Augment: lower HP and EP to 1, pay 50 Style Points. User may now attempt to keep the special attack for their own, but must take up their meditation time in the mornings in order to synchronize with it. Three successful synchronizations and the special attack is yours!
Playing Around - upon successfully shoved, pushed, tripped, or otherwise moved about forcefully user can give up a standard action from their next round to retain their footing and position. If grappled successfully, user may give up a standard action in their next combat round in order to immediately counter attack.
Battle Cry - takes up a standard action, can be done once per day. If done on an enemy turn, user must give up their following combat round. Forces “All Eyes On Me” to all targets within earshot. All targets (enemy and party) within earshot must make the usual EOM will saves. All party members/teammates immediately gain user’s (ECL) as HP and EP.
The Basics - allows the user to study in other martial arts tables if they can find a master willing to train them and can legally do so. Doing so, they can only learn up to 100 Martial Arts points per legal table.
Grapple Add - so long as user isn’t flat-footed, user can add REF score to their grappling score.
Clown Magic level 1, 2, 3, 4, Finale - each time user gains a new Clown Magic, they may choose a current Special Attack. This Special Attack is now considered magic-based and can be cast as a SLA up to (DEX Mod) times per day. Clown Magic stacks with itself.
Third Eye - while not flat-footed, user can impose disadvantage on one melee attack launched their way once per round as a counter.
War Cry - takes up a standard action, can be done once per day. If done on an enemy turn, user must give up two standard actions on their next round (at the highest BaB number). Forces “All Eyes On Me” to all targets within earshot. All targets (enemy and party) within earshot must make a direct WILL Save vs user’s REF Save. All party members/teammates immediately gain user’s (ECL) as HP and EP. User gains (WILL Save) Regen/Refresh for (ECL) rounds. This does not stack with other sources of Regen/Refresh. This does not stack with Battle Cry.
A Miraculous Event - so long as there is one target suffering from Eyes on Me, user may ignore one event per combat round that would cause them to be flat-footed.
Santa Maria - gain 100 faith points.
Rodeo Drive - counts as “Dodge” for feat tree. Allows the Clown to add 1d20 to their AC at beginning of combat, so long as they’re moving and aren’t flat-footed. Until the end of combat, user deals the same amount of bonus damage while moving.
Dancing Shoes - even if user is standing in place, they are considered always moving. Unless otherwise notified, they never provoke AoO from this movement.
Leitmotif - while user’s theme song is playing, user may gain Advantage on one attack per round.
Grito - while using either Battle Cry or War Cry, user deals (favored attack) amount of damage to all enemies.
Aria - while using Battle Cry or War Cry, user may use them up to (CON Mod) times per combat.
Trance: Don’t Stop Me Now - user can use any and all Trances at least one more time than usual.
War Party - so long as there is even one target with Eyes On Me, user can utilize War Party. While singing or whistling (using EOM or a Cry ability), user can Take 20 to dodge any incoming melee attack. They can impose disadvantage against any Special Attack, magic effect, or ki ability that affects them directly or indirectly. This is a supernatural ability.
Secret Art: Fate Matador - upon hitting 0 HP, user enters a special state of existence. User can never go under 1 HP until end of combat, and all damage dealt to their party members are instead funneled to them. User is considered always moving without provoking AoO. At end of combat, user will be knocked out for a month.